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monster

Harbingers

Harbingers
Harbinger
Medium Aberration, Chaotic Evil
Reveal Stat Block
Armor Class
Hit Points
Speed
30 ft., fly 30 ft. (hover)
str
12
+1
dex
16
+3
con
18
+4
int
20
+5
wis
20
+5
cha
20
+5

Saving Throws INT +9, WIS +7, CHA +8

Skills Arcana +13, Deception +8, Insight +7

Damage Resistances Force, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities Charmed, Frightened

Senses Truesight 60 ft., Passive Perception 13

Languages Abyssal, Common, Deep Speech

Aetheric Corruption.Any creature that starts its turn within 10 feet of the Harbinger must succeed on a DC 17 Constitution saving throw or take 7 (2d6) force damage and lose one spell slot of the lowest level it has remaining.
Phase Shift.As a bonus action, the Harbinger can magically shift into the Ethereal Plane, or back to the Material Plane.
Magic Resistance.The Harbinger has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.The Harbinger makes two Aether Ray attacks.
Aether Ray.Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d8 + 5) force damage.
Reality Warp (Recharge 5-6).The Harbinger distorts reality in a 30-foot radius centered on a point it can see within 60 feet. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 36 (8d8) psychic damage and is restrained by gravity until the end of its next turn. On a success, it takes half damage and isn't restrained.

Harbingers

Harbingers are the high-ranking, most dangerous members of the Void Gazers cult, serving as the primary instruments of the "Whispering Eye." Unlike the common Acolytes who are often drawn from the desperate and the magically ungifted, Harbingers are usually former mages or scholars who have intentionally sought out the most corrupted regions of the Mana Wastes. Through prolonged and dangerous exposure to raw, chaotic Aether, they have undergone horrific physical and mental mutations, their bodies becoming conduits for the very energy that shattered the world during the Age of Ruin. They are no longer truly human, their original forms obscured by jagged crystalline growths, shifting patches of translucent flesh, and eyes that pulse with a sickening, fractaling light.

The primary role of a Harbinger is to coordinate the activities of individual cult cells and to oversee the most complex and destructive rituals directed by the Whispering Eye. They possess terrifying reality-warping abilities, capable of summoning localized mana-storms, distorting gravity, and inducing violent hallucinations in their enemies. A single Harbinger can hold off an entire squad of Kigum's Arcane Guard, utilizing their "Aetheric Corruption" to bypass traditional magical wards and to drain the mana directly from their opponents' souls. They are often accompanied by "Void Hounds" or other mutated beasts that they have bound to their will through forbidden sacrificial rites.

Harbingers are the most hunted individuals in Aethervale, with massive bounties placed on their heads by both the Inquisition of Saint Valerius and the High Council of Mages. However, they are incredibly difficult to capture, as they can "phase" through the reality-barrier and utilize the Mana Wastes' chaotic currents to vanish without a trace. Their ultimate goal is to identify and weaken the "Great Anchor-Stones," believing that by doing so, they can finally fulfill the prophecy of the Ash-King and plunge the world back into a state of infinite, chaotic potential. To a Harbinger, the mutations that have ravaged their bodies are not a curse, but a "gift"—a physical manifestation of their closeness to the "true" form of creation.